nkjellman Posted September 1, 2013 Author Share Posted September 1, 2013 I'll do some tests. Thanks for your help. Link to comment Share on other sites More sharing options...
The Clansman Posted September 1, 2013 Share Posted September 1, 2013 Edit: Found a bug with the trees when using patch 6 shader. The leaves don't have shadows casted on them from other objects. With shadows on, they look like the shadows are off. Yep Apart from this, no bugs so far. Demysted 1 Link to comment Share on other sites More sharing options...
nkjellman Posted September 1, 2013 Author Share Posted September 1, 2013 Damn it. Well hope for the best. Maybe I can figure something else out. Link to comment Share on other sites More sharing options...
The Clansman Posted September 1, 2013 Share Posted September 1, 2013 This one looks bugged And this one looks ok Anyway, it was a first step. Like you said, you can figure something out. And I'm hoping so. Link to comment Share on other sites More sharing options...
nkjellman Posted September 1, 2013 Author Share Posted September 1, 2013 So you get the transparent bug? I don't seem to get that in my game. Unless I missed it. Link to comment Share on other sites More sharing options...
The Clansman Posted September 1, 2013 Share Posted September 1, 2013 Check this area in Bohan I found some brushes bugged there Link to comment Share on other sites More sharing options...
nkjellman Posted September 1, 2013 Author Share Posted September 1, 2013 Ok thanks. I checked but I didn't see the transparent bug. Do you have SNT coordinates? Link to comment Share on other sites More sharing options...
The Clansman Posted September 1, 2013 Share Posted September 1, 2013 Erm... since I don't know what a SNT coordenate could be, I guess I don't have them. Link to comment Share on other sites More sharing options...
nkjellman Posted September 1, 2013 Author Share Posted September 1, 2013 Erm... since I don't know what a SNT coordenate could be, I guess I don't have them. Ok. It doesn't matter anyway. The bug with bushes in the shade is enough reason for me to drop using the patch 6 shader. Link to comment Share on other sites More sharing options...
The Clansman Posted September 1, 2013 Share Posted September 1, 2013 You shouldn't worry about the transparent bug. I found three of them, all on that area in Bohan. All others in the whole game are just fine. Link to comment Share on other sites More sharing options...
nkjellman Posted September 1, 2013 Author Share Posted September 1, 2013 You shouldn't worry about the transparent bug. I found three of them, all on that area in Bohan. All others in the whole game are just fine. Transparent isn't the problem it the fact that bushes in the shade dont look like their in the shade. Link to comment Share on other sites More sharing options...
cp1dell Posted September 9, 2013 Share Posted September 9, 2013 If you do get the old shaders to work in 1.0.7.0, is there any way to keep the high-res shadows? The old shader's "Very High" shadows is equal to 1.0.7.0's "High" setting. Obviously things got bumped down to make room for a more high-res option. Link to comment Share on other sites More sharing options...
nkjellman Posted September 9, 2013 Author Share Posted September 9, 2013 (edited) If you do get the old shaders to work in 1.0.7.0, is there any way to keep the high-res shadows? The old shader's "Very High" shadows is equal to 1.0.7.0's "High" setting. Obviously things got bumped down to make room for a more high-res option. I don't know. I doubt I can even get them ported. I wonder if Rockstar has a beta GTA IV.exe (with DLC support), and EFLC.exe that use the old shader system. I'd try to get the old one for mods like ICEnhancer. Some people claim that they get better performance with the old shader system, and the old shader system doesn't have the vegetation shadow bug. But what may be possible: -Change the render distance of the shaders with a hex editor. I could find the value with a hex editor in the exe, in the shader file, etc... If this happens, it will be released as an add on. I'll make a few of them on different settings, encase someone wants to lower it more to increase their performance, or someone wants to increase it to make it look better. -Trick GFWL to thinking that 1.0.4.0 is 1.0.7.0. However, there may be no point in doing this. There would be no TLAD and TBoGT support for one. Another thing is the old shader system patches also have a different sco format. If MP works, it could f*ck up the legit servers. By that I mean people can use the file check fix and have mods in legit servers. I don't want that to happen. -Modify the games vegetation and see if I can make the bug go away. I'll try to avoid changing the models, but I might be able to change shaders. Not all the vegetation has the bug. -Modify the lights that are darkened with night shadows enabled/shadow density above 1. I could move the light source on the object. I bet because the source can cast shadows on those graphics settings, it casts a shadow blocking its own light. I hope that is the case, and the tunnel its in isn't the cause. Edit: It appears I have found another bug. Its on GTA IV on all patches, and its on EFLC too. It isn't on console, so its not supposed to look this way. I'm going to try to fix it before GTA V comes out, otherwise it may be a while. Edited September 14, 2013 by nkjellman marshadow9450 and bst81 2 Link to comment Share on other sites More sharing options...
cp1dell Posted September 24, 2013 Share Posted September 24, 2013 I noticed that in GTA V the shadows in the game only move every in-game hour or so. I don't know the exact interval, if it's every hour, every other hour, or so on - I just noticed that when an hour passes, that's when the shadows reposition themselves. I think Red Dead Redemption did this too. Point is, would this be possible as an Add-On or something, or just in general would it be possible? I would imagine that it could increase a bit of performance, since the game won't have to constantly calculate the shadows. Link to comment Share on other sites More sharing options...
PetkaGtA Posted September 24, 2013 Share Posted September 24, 2013 (edited) I noticed that in GTA V the shadows in the game only move every in-game hour or so. I don't know the exact interval, if it's every hour, every other hour, or so on - I just noticed that when an hour passes, that's when the shadows reposition themselves. I think Red Dead Redemption did this too. Point is, would this be possible as an Add-On or something, or just in general would it be possible? I would imagine that it could increase a bit of performance, since the game won't have to constantly calculate the shadows. no, it won't increase performance... shadow mapping isn't lightmapping it isn't static it's dynamic and updated every frame Edited September 24, 2013 by PetkaGtA Link to comment Share on other sites More sharing options...
nkjellman Posted September 25, 2013 Author Share Posted September 25, 2013 After playing a lot of GTA V recently, I'd like to state something about the darkness bug off in the distance. I think it might be a feature added in the new shader system that wasn't implemented properly. It z fights, and doesn't transition smoothly to the normal look. In GTA V it transitions properly but not on GTA IV. Link to comment Share on other sites More sharing options...
KawakSallas Posted September 26, 2013 Share Posted September 26, 2013 (edited) Some ideas - The answer for the vegetation shadow line bug must be on the deferred_lighting.fxc file. Maybe editing hex values or something to make the shadows casted on them, not in them (Don't know if I'm expressing myself correctly) You see, even with the shadows off, the bushes have some kind of "dynamic shadow mapping" About the z fighting, I don't know... maybe lods? EDIT - Some files of your mod cause bugs on TBoGT. Nothing big, but I'm just reporting... you knowIt's on a cutscene. The gold SMG seems transparent Edited September 26, 2013 by KawakSallas Link to comment Share on other sites More sharing options...
The Clansman Posted October 2, 2013 Share Posted October 2, 2013 Either people are too busy playing V or the bugs aren't fixable. Well, you can't always get what you want. Link to comment Share on other sites More sharing options...
nkjellman Posted October 2, 2013 Author Share Posted October 2, 2013 I'll have to look into the Gold SMG thing. I haven't encountered it in my game (as far as I'm concerned). I would of noticed it. I'll look into it at some later point. I guess for now, Yusuf has a glass model of the Gold SMG. Also everything has deferred lighting with shadows off. Anyways, I'm most likely not going to fix everything. Reason being: -Some things, I don't know how to fix, and may even be impossible to fix. -GTA V most likely will be out on PC. Hopefully it will be optimized. But I would rather make something on GTA V as its a much better version of Rage. (For example: Better graphics, better plane physics, larger mapping space, etc...) There are quite a few mods for V on the list that I may make a few of which are more like small mods to enhance the game. +-Open all interiors outside of missions. +-Make vehicles available that aren't obtainable via normal game play. -Make guns, spike strips, and ejector's seat work outside the mission for the JB700. -Remove engine stall, boat sink bounds. I hope these are done by script and not by hard coded data. There shouldn't be bugs, as they said that they have no limitations as far as expanding the world in GTA O goes. If there are bugs, I'll look into making my own map bound system. Something like in Saints Row where the vehicle turns around. I hate the engine stall. In some spots, its very close to the map. -Trains driveable outside of mission. -Wing suit mod. I'll only make this if there isn't a DLC. I get the feeling there will be a DLC. Anyways, a wing suit works like the parachute. I'll look into seeing if there may be a way to switch between the parachute and the wing suit. Anyways, the wing suit will handle like the skyfall cheat with the same animations. I have a feeling this will be a future DLC, hence the skyfall cheat. All of these are ideas of mine. Whether or not they will happen is another story. The ones with a + next to them, should be possible. Link to comment Share on other sites More sharing options...
KawakSallas Posted October 3, 2013 Share Posted October 3, 2013 In the TBoGT the Police Bike and the Police Stinger are "exclusive" to MP, but they are obtainable in SP via trainers. I'm pretty sure that the same can be done with V "exclusive" vehicles. Link to comment Share on other sites More sharing options...
nkjellman Posted October 3, 2013 Author Share Posted October 3, 2013 In the TBoGT the Police Bike and the Police Stinger are "exclusive" to MP, but they are obtainable in SP via trainers. I'm pretty sure that the same can be done with V "exclusive" vehicles. I know it can be done. I've already done it on the 360. But I'll add spawns. However, I don't want to add the snow vehicles from Yankton. Perhaps a teliport at the LS Airport to Yankton. Link to comment Share on other sites More sharing options...
gtaplayer02012 Posted July 10, 2014 Share Posted July 10, 2014 Is this dead? I forget Link to comment Share on other sites More sharing options...
nkjellman Posted July 13, 2014 Author Share Posted July 13, 2014 Not much else to fix, that I know how to fix that is. That includes: -Vegetation shadows -Missing shadows casted by light sources other than the sun. -Darkening objects way off in the distance. -Z Fighting on distant objects. -TBOGT vehicle light fix with proper normals. Tiny barely noticeable bug caused by Z Modeler. -Shadows not meeting up with the object casting them (less noticeable the higher you put the setting). Most of the stuff that is already fixed is the most obvious with the exception of z fighting, and the vegetation bug. I think the vegetation bug is fixable, but I have no idea how to program the shader files. Other than that, most of it is engine related. Link to comment Share on other sites More sharing options...
nkjellman Posted January 10, 2015 Author Share Posted January 10, 2015 (edited) I apologize for a double post, however I have an announcement. I am currently bringing the IV PC textures to EFLC. The DLC map update files that are loaded on top of the normal IV map unfortunately contain the lower quality textures from the Xbox 360 and PS3 versions. If you play EFLC and IV, sometimes you will notice random things that don't look as good. For example, look at the side of Rotterdam Tower in GTA IV, then look at it in TBOGT. Soon I'll be releasing a fix for this. The textures will be PC quality. However, it will only be the textures that are being overwritten by lower quality versions of the same texture. This means that I won't be updating the textures in interiors or anything. But most of the textures will be PC quality. You won't notice anyway as the interior textures look dandy anyway as they are. It is mainly an issue outside where you can see the inconsistency. The textures are simply being moved from the IV files to the TBOGT files and so far it is working just fine, with the exception of some texture changes here and there like billboards in Star Junction or the Rotterdam Tower lights, but it will be sorted out. However I'd like to point out that the EFLC PC Texture Update is simply being made in preparation for bringing LC to V. There for, there is a low chance of this being done for the TLAD update files. The TBOGT map files contain all the map updates from both games, and it would be nice to be able to include the new interiors in the GTA V LC mod with out those console textures lingering around. I already have the manhat files done. I just have the files in east and jersey left to go. I'm hoping that this will help future modders to have a full LC map with all the interiors, and consistent higher quality textures. Edit: EFLC PC Texture Update released. Link: http://gtaforums.com/topic/760761-gta-eflc-pc-quality-texture-update/ Edited January 11, 2015 by nkjellman Jago, Blackbird88, Igor Bogdanoff and 3 others 6 Link to comment Share on other sites More sharing options...
86DX Posted January 16, 2015 Share Posted January 16, 2015 Is the additional litter that was removed after 1.0.4.0 being readded, as well as the shadows under cars in tunnels/underneath gas station overhangs? Link to comment Share on other sites More sharing options...
nkjellman Posted January 16, 2015 Author Share Posted January 16, 2015 (edited) Is the additional litter that was removed after 1.0.4.0 being readded, as well as the shadows under cars in tunnels/underneath gas station overhangs? I was unaware of any additional litter being removed in 1.0.4.0. Also, I checked. The shadows under the cars were never there on the PC version. I remember checking on all the patches, and they were not present. I'll need to get the original files from patch 1.0.0.0. and see. Was this additional litter there in the console version? Also, I hypothesize that the lack of shadows under cars could very possibly be simply a menu bug. I noticed that night shadows only have an on or off setting. Basically, they are off when its set to off, and they are on when its set to Medium, High, or Very High. There isn't a noticeable difference in Medium, High, or Very High. Other than that, things like z-fighting, using the old shader system, fixing the vegetation, or even the car shadows seem to be beyond my skill. I would need someone who knows a lot about the engine that most people don't know, like Good-NTS, Thirteen AG, or NT Authority. But there are some additional things I'm interested in having done, but don't know how to do. But these would be more things that would be add ons if they were done. 1. Increase shadow draw distance, and light draw distance. 2. Increase reflection draw distance, and getting reflections of objects that are below the player to show. GTA V on PS4, Xbox One, and PC show Lods in the reflections on sky scraper windows for example, which enables you to see the reflection of distant sky scrapers and terrain. 3. Increase ped and traffic spawn draw distance. 4. Have better texture mapping. There are many areas of LC where I see a tile effect. For example, the ground in the forest by the airport. Another example is street textures seem to be a mirror image. If you look at the double yellow line on some roads, you can see a mirror image. Edited January 16, 2015 by nkjellman Link to comment Share on other sites More sharing options...
TJGM Posted January 16, 2015 Share Posted January 16, 2015 Edited the title so it follows the forum rules. Great work, once I get my new PC soon I'll definitely install this. Link to comment Share on other sites More sharing options...
nkjellman Posted January 16, 2015 Author Share Posted January 16, 2015 Edited the title so it follows the forum rules. Great work, once I get my new PC soon I'll definitely install this. Thanks. I appreciate it. I always forget to include that. TJGM 1 Link to comment Share on other sites More sharing options...
86DX Posted January 16, 2015 Share Posted January 16, 2015 Yes, the litter is there in the console version. Link to comment Share on other sites More sharing options...
nkjellman Posted January 17, 2015 Author Share Posted January 17, 2015 Can you provide a comparison screen? Link to comment Share on other sites More sharing options...
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